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Real Soccer 2014 Game: Mobile

play Real Soccer 2014 Game

What We Would Like to See Added & Improved

I always make it a point to not dwell on the past, whether this is in regards to life in general or the fantastical world of the video game: what’s done is done, as far as I’m concerned. Yes, Duke Nukem Forever did happen, and it was highly unfortunate for everyone involved, but for everyone’s sake let us all move on and look to a brighter, less disappointing future. I’d like to take the same approach towards Real Football 2013, since while the game wasn’t a colossal failure on par with The Green Lantern’s box office nose-dive into financial calamity, the game certainly could have done with a few improvements. Hopefully, the year of 2014 will bring us a sequel to the game; here are just a few ideas that would make Real Football 2014 a notably better experience.

2012: A Good year

Ok, so I’m all about not dwelling on the past, but when looking back yields a peek at better things, then doing so can actually be of great benefit. In the case of Real Football 2013, it simply lacks a few of the features which made the 2012 game not so much brilliant, but by all means more playable than its 2013 successor. After all, Real Football 2012 allowed us the opportunity to play with significantly better clubs without having to part with most of our time – and indeed our hard-earned cash – for our troubles. Though I understand the need for a game to make money, it feels a little insulting that the freedom to freely enjoy high-quality teams and players in the previous game has a year later been made a privilege to be enjoyed only by paying players. Perhaps a compromise could be reached whereby at least a semblance of a quality team could be available for the player who wishes to keep his money for things that actually matter, like the purchase of pretty much anything else you can think of that doesn’t pertain to pointless in-app purchases in a game that is already relatively lacklustre in the first place.

Graphics? Meh.

It seems that one of the very few improvements between Real Football 2012 and its 2013 successor is the graphics. Everything looks a little more polished both on and off the pitch, but even this is only obvious on more capable devices with larger screens: spotting the changes on a small phone is quite the challenge. Perhaps Real Football 2014 would benefit from a more significant change to the graphical interface; it doesn’t necessarily have to be as complex as to make it taxing for the device to even run, but stylistic changes could be applied and shake-ups could be performed so you don’t have to look twice to be able to spot the improvements in the first place.

Modes

One of the significantly limiting aspects of Real Football 2013 is the complete absence of even a single mode of play that acts as an alternative to Career Mode. Not only does this isolate players simply looking for a quick, fun, no-strings-attached relationship with an instantly-accessible football game, but it makes it look as if the developers were only interested in giving the player the least number of options that yielded the most potential for earning  them money (i.e In-app purchases), whether this actually the case or not. We need to see some other modes such as discrete friendly matches that have no bearing on the league, practice/arcade modes that focus solely on action on the field, and perhaps a training mode where you can practice your skills. Give us some of these features, Real 2014, then we’ll talk.

No’ Money, Mo’ Problems

The single most frustrating and downright insulting aspect of the game is the sheer number of in-app purchases that must be made in order to get anywhere in your career. Your progress in the game is so utterly reliant on you parting with your cash to purchase in-game currency that it feels like actual discrimination against people who possess even a shred of sense who wish to save their money for games where they can get more for their transactions. Everything from upgrading your club to healing your player’s injuries costs money, and will take significant amounts of time unless you are willing to hurry the process along with even more money. I don’t like feeling obliged to spend in order to make progress in a game; the reliance on in-app purchases should be reduced in the sequel.

Controls

Finally, the controls could do with a little bit of a touching up: specifically, the player switching functions need some seeing to, and tackling needs to be improved so that not every single attempt at retrieving the ball from your opponent ends in a booking from the ref. 

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